Loot Threads

1st Delve

Loot:
Stuff I assume you’re selling
100 silver pieces.
Golden Hook (500 silver pieces)
“A lot” (2d20 + 10 = 36) of red berries. (360 silver pieces)
Talking fish head (The thing is universally hated by all who meet it. No one will buy this.)

That’s 960 silver pieces total, or 320 SP/XP each.

Stuff I assume you’re keeping
Silver Dagger (Worth 40sp if you choose to sell it)
1 Green Potion
1 Gold Potion
1 Purple Potion
1 Blue & Green “striped” potion.
(For my reference, these are the potions listed in room 1-12)

Book Learning Stuff
From the Alchemy Lab bookshelf:
1. Plant life would not flourish on this sphere, despite all efforts to transplant it here using various mundane and magical means. It was posited that magic radiation may be the cause. The Motherless Warlock himself invested great effort in developing unique plants which could flourish on his world.

2. The master of this laboratory, Confericus The Malign, was the most skilled alchemist on the sphere, after The Motherless Warlock himself.

3. The author was attempting to unlock the innate magical abilities hidden within even the most common whelp. The research has largely been a failure so far. While the permanent weakness the potion causes is considered acceptable, the fact that it only allows them limited access to a single spell is not sufficient. The concoctions strange striped color is interesting, though.

4. “The trick golden column was a masterwork! Those seeking to loot are so easily fooled by the appearance of easy gold. Any piece cut from it will surely kill them eventually.”

From the alchemist’s journal:

The primary goal of the experiments performed here was to create a hyper-obedient, hyper-capable worker. Most of the book is filled with information about compounds attempted, subjects tested upon, and a long list of failures. The final entries detail how the concoction was spread, in gas form, throughout “Havoville.” This was noted to be an absolute failure, as it simply turned everyone into incredibly lazy undead creatures. It does note that, at least, each of the creatures has the strength of ten giants. If they could find a way to remove the laziness, perhaps the concoction could be salvaged for some other use. “

2nd Delve

Loot

Stuff I assume you’re selling:
Golden sunflower with ruby seeds – 1000sp
Golden Hammer & Chain – 550sp
140sp
Gems – 200sp
Coins: 1147 total, 53 gold,  615 silver, 479 copper – 3274sp, 53cp

Total Haul: 5164sp 53cp; 1291sp / xp each

Stuff I assume you’re keeping
The spellbook (Which Brendan rolled the details for)
The box with very little space inside of it. Reads “Place your desires within me.”
The strange animal skins.
The Bloodflame plant in alcohol.
the fish.
The 2 backpacks of dirt. (25sp each if you wish to sell them, or you can use them for your own garden)
The tree with the cylinder fruit.
45 books.

Book Learning
I’ll rule that 45 books is 1/6th of this total library, so you’re entitled to two randomly rolled pieces of information:

Within one book you find a manual describing a complex martial action. A fighter can study this book, and after two months of training costing 200sp, will learn a maneuver allowing them to catch an arrow from the air using a prepared action.

In another book, you discover a 4th level magic user spell. It is as yet too difficult for the Warlock to decipher entirely, but the name can be understood by casting Read Magic: “Food Dispenser Maintenance”

I believe that covers everything. Let me know if there’s anything I missed or if you have any questions.

ADDENDUM: The fish you can sell for 50 silver pieces; there are 12 pieces of fruit ripe enough to sell for a total of 20sp each.

Total of 290sp (72.5 sp / xp each)

3rd Delve

24 gp worth of gold scrap – 1200sp
a variety of liquors – 200sp
Massive Tapestry – 600sp
Books from the office – unfortunately these are all ledgers, and books of law. A book on table etiquette fetches 10sp, but the rest aren’t worth more then a few coppers each.
The swords sell for 10 sp each (30sp total)
The shield from the parlor sells for 15 sp
The shield from the office is more ornate, and sells for 200sp

The generator looking thing is an oddity. No one is quite sure what to do with it.
That’s a total of 2255sp for the delve, which comes to 451sp/xp each.
4th Delve

Post session thread. Brendan, they had quite a haul of books, so you may want to check that out below.

But first, loot I think you’re selling:
Silverware – 400sp
Jar of Honey – 500sp
Ship Painting – 50sp
Damaged old man painting – 100sp
2 Old Man Paintings – 300sp
Dead spider-horse meat – 300sp
total: 1650 sp or 412.5sp / xp each.

From the lounge in the villa of the man who needed his pages turned.
1. The gods have two great secrets. The first is that they were once like us, and we can easily become like them. The second is that they are far more mortal than they would like us to believe they are.
2. This entire chamber can be lit by making a living sacrifice at the southern altar. The sacrifice can be as minor a creature as a mouse, so long as it is a mammal.
3. While the killing of magic users is strictly forbidden on the Dungeon Moon, magic users are such useful sacrifices that high ranking magic users often kill lesser magic users in secret. Which is why the owner of this villa decided to practice his craft in complete secrecy.
4. A 1st level magic user spell called “Flameleap.” Can cause an existing flame to “lick” out up to 30ft, dealing 1d6 + level damage. Save v. breath for half.
5. The stonesnakes adapted well to the southern forest. They remain extremely aggressive.
6. Acid Antelope were designed with a simple failsafe: housecats. They produce an aura which turns housecats into vicious killers intent on devouring the Acid Antelope, and the AA for its part is completely unable to see housecats.
7. Peasant settlements erected on the surface of the sphere are spaced perfectly evenly apart. The surface was divided into segments called “Hectares,” which themselves were each made up of 7 hexagons called “Subhecs.” There is a settlement in the center of the central Subhecs of each Hectare.
8. The eight sisters are the magic users who rule this section of the dungeon. They live in a manor in a massive chamber by themselves, beyond the realm of the rot god.
Found in the big library room in the south-east most villa
1. The Axe of the Magekiller is a dangerous weapon, which is why the fourth sister gave it to the owner of this house for safekeeping. An incredible sign of trust for a magician to give a lowly bladesman.
2. A manual describing a complex martial technique. After 2 months of downtime practice (interruptions are fine), a fighter can learn to strike arrows from the air with a prepared action.
3. An impossibly valuable treasure is buried under the fruit tree in the garden. It is a small box which reads “Place your desires within me.” If a wish is written on a piece of paper and placed inside the box, the wish will come true, and the box will disappear.
4. that damned fool next door keeps tinkering with that giant catepillar of his! I’m glad someone took its brain to stop him trompsing around the neighborhood with it.
5. The god of rotten things accepts only filth as tribute, though many fools throw him gold, he cares nothing for it.
6. A magic user scroll, “Margo’s Flinging Roof Tile. 1st level spell. Causes loose pieces of roof to fling towards a foe, dealing 1d4 + 1 damage.
7. The motherless warlock, as the tales say, was created when a powerful sorcerer desired an heir, but did not wish to foul himself with a woman. He instead enchanted his lover with the ability to carry children. It is also said that his lover left him immediately upon the birth of their child.
8. The eight sisters, whose manor lies to the south, strive to be ever more cruel and clever, hoping to overcome The Motherless Warlock’s prejudices against their gender.
9. The only permanent portal to the earth below is at the center of the sphere. And while others exist, only The Motherless Warlock knew how to open them.
10. A space is cut out of this book, a bag with 10 gold pieces is inside. Written on the page are the words “for emergencies.”
11. A 4th level wizard spell called “Food Dispenser Maintenance.”
12. A fully detailed description of a rare guardian beast called a Sorbyack. Players should be told everything about the creature, and fighters get a +2 to attack and damage rolls for having studied this.
(10 gp = 500sp = 125sp/xp each!)
5th Delve
A very exciting, very fun session, with very little to talk about after the fact. Just three pieces of loot, really.

Perfumes: 300sp
Silks: 200sp
Silver Faucet: 9,000sp

Total: 9,500sp / 5 = 1,900 sp / xp each.
6th Delve

Items I assume you sell:

13 ceramic figures worth 25sp each
Total value: 325 total, or 65 gp/xp each not including Evan who was not there.
Items you did not / cannot sell:
6 Black potatoes with long stringy eyes.
2250sp worth of books discussing magical theories. (presumed for use in the magical library used by the party’s MUs)
Issues 43 and 44 of the “Dweomer Discussions” zine. Each adds 10 sp to the library.
Unfortunately no useful spells come from these books, they focus on magical theory, and do not stray into application.
7th Delve

Items I assume you sell:
Desk – 600sp
30 gp – 1500sp

Total value: 2100gp, or 525 sp/xp each (Evan and Ram did not make this session)
Items you did not / cannot sell:
“Invisi paste,” as recognized by one of the old timers. You’ve got 1 dose here, roughly enough to cover an entire person head to toe. Whatever object invisi paste is rubbed on becomes invisible until the paste is removed. You are warned, though, that a saving throw v. poison is required each hour the paste is in contact with the body, and can cause permanent side effects.
The noose – when thrown at an enemy, make a to-hit roll. Success at a -2 penalty causes the rope to loop around the target’s neck if they have one, and the rope will animate, attempting to strangle them. Each round a d6 is rolled. On a 1, they pass out. It is just rope, though, and vulnerable to being cut.
Yelling Breastplate – a plate breastplate which will shout insults at your foes as you fight, giving them a penalty of 1 to morale.
Velkis Ramblings – dozens of books filled with Velkis’ insane scribblings. You can pick out a few odds and ends which make sense to you, stuff about trees and the power of speech, etc. But if you were to really understand any of this, you’d probably have to be just as insane as he is. Though it’s possible there might be something of value to learn if you’re willing to risk your mind.
I think that’s everything. Let me know if there’s anything I missed, or if you have any questions for me. Also let me know if you have any plans you’d like me to prep for before the next session.
8th Delve

Loot this session:
Colorful Nooses. Turns out they’re not very valuable, except for the one laced with gold.  – 200sp
Velvet Feed Bag – 50sp
4 encumbrance points worth of music books – 1000sp
Bronze Cogs & Gears – 20sp
A marble Bust (which the old timers tell you depicts the Motherless Warlock himself) – 100sp
Enormous Gem – 2000sp
6 paintings depicting feats of wizardry – 200sp/ea
bag of 50 silver pieces

Stuff I figure you’re keeping –
4 batons with magical runes around the end. Once read magic is cast, Eric identifies that they can be touched to an object to negate the effect of the “Sword of Nakedness” on it.
Scroll – This scroll has 3 spells on it. Comprehend Languages, Enlarge, and Spider Climb
+Ramanan S has gained two Tatoga servants, who only obey him because they believe +Brendan S is a deity.
9th Delve
I’m making some assumptions about what you’re keeping and not. Let me know if I’m wrong about any of it:
Selling
12 Knives – 2sp each.
A bejeweled golden mace. Primarily decorative. Worth 1600sp.
Vestments and other minor religious objects – 500sp
*Total: 2124sp = 354 SP / XP each.
Keeping:
-Suit of Half-Plate, AC 17
-Greatsword, Blackened with Soot
-A spear which, when picked up requires a save v. poison. On a failure, the user takes point of damage. When thrown, this spear will always roll a 19. Spear deals 1d6 damage.
-A dagger with an awkward blade. Whoever is cut by it takes 1d4 damage. The blood from their cut comes out in a boiling spray, forcing anyone in a 15ft arc in front of them to make a save v. breath or take 2d6 + 1 damage.
-A silvered greatsword, ornately carved and functional. If pointed at an individual, the blade will turn black if they are undead (Requires 6 seconds of pointing).
The 23 Codecies of Blood contain the following interesting information:
1. The church here is devoted to one of the oldest religions on Dungeon Moon – the cult of the Blood God. Old enough, even, that part of the moon was built to service the god, with channels built to feed him a never ending glut of blood from his many temples.
2. The blood god is friend of warriors, upon whom he heaps honors and wealth.
3. The blood god is friend to wizards, to whom he grants magical knowledge.
4. The blood god hates poison, which fouls the blood.
5. The Hanged Maiden is a hated, lesser creature! A heretical bloodless death birthed her, and now she preaches bloodless death to others.
6. The Prickling God is a hated, lesser creature! He preys upon the weaknesses of the faithful. He tells lies and draws them from the true path.
7. The rot god is most hated of all. It is a cancer upon the dungeon moon. It must be dissolved, cleaned, consumed, and washed away.
8. A Knight of Hammer fall bound the rot god. The method used is unknown, but the Hammer fall knights are named Blood Friend for their deed.
10th Delve
Party ended their run in media res. One magic bolt expended by the blue mage, and one sleep spell expanded by the magic user.
A small haul this time. Only 183 silver pieces, divided 5 ways, that’s 37 sp and xp each. Hopefully this can end better next time.
Loot you gave to the Kobolds
2 suites of chainmail.
3 daggers.
Loot you’re not selling
One suit of plate armor.
3 Featherweight longswords
3 ceramic jars with salmon colored healing paste in them. Takes a turn to apply properly, heals 1d8 damage.
11th Delve
Treasure
3 Silver Lamps (50sp/ea)
110 Silver Pieces
8 Sister’s Safe [100sp to open, 200sp for disabling the trap]. Contents:
-a small chest containing 80 gp (5000sp)
total 3960 sp == 1320sp/xp each.

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